I came up with my own approach using bresenham and storing spans, but it was slow and sucked.
Then my buddy found fatmap2.txt on a BBS and gave it to me, as I didn't have a modem at the time. It was a revelation.
Programming in Turbo Pascal I was hampered by it being 16bit, but discovered I could prepend the assembly opcodes with 66h to turn them into 32bit instructions.
Later I tried converting the code to C, being only 300 lines and at that point well understood I figured it was a good task to get started with C. I was self-taught at programming but had read enough C to feel confident enough to try.
Converted it all line by line to C before compiling... and got literally over 3000 errors and warnings, and none of them made any sense.
Discouraged I left it, but a week later I was determined to get it working. After a few hours staring and bashing my head against the wall, I saw that the constant for the texture width which I had converted to a #define in C, had a semi-colon at the end...
So I removed it, and voila it complied flawlessly...
Only later did I realize my C compiler, djgpp, was actually a C++ compiler and that's probably why I got so many seemingly weird errors.
Anyway, good times...
[1]: https://github.com/rcoscali/ftke/blob/master/ogles/doc/fatma...
Filling the triangle and spinning the cube are the perfect level of difficulty if you want to get your hands a bit dirty and achieve that sense of accomplishment. Anything beyond this starts to feel like a very risky time-reward tradeoff.
Small nitpick though, there seems to be an issue with the source code views, the file names and the first line of the code are on the same line with no spacing. looks like it might be a static site generation issue since there aren't any nodes to separate the name and the code in the raw html.
Edit: turns out the issue I'm seeing is somehow due to Firefox, seems to work correctly in edge.
But in the version of the HTML that Firefox receives, all that is missing and the filename is just some text that ends up immediately in front of the first line of code.
[1] https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
Doing a candidate loop over a bounding box with edge equations can be much faster than ye old scanline algorithm because it lends itself more easily to simd and parallel approches - you can divide things up into tiles and process multiple pixels at a time with wide instructions and schedule tiles on multiple threads.
For the time being one may consult Ryg's amazing blog series: https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basi...
There are some pathological cases, like a thin long almost diagonal triangles. But those (rare) cases can be handled too by some subdivision clipping.
Easier to implement with proper fill conventions and multisampling, and much easier to parallelize in hardware and software.
* Hardware even back in the 90s used this type of approach :)